
Cookie Cutter is a Techno-pop-punk 2D, hand-drawn Metroidvania.
It's available for Pc and consoles
Metacritic Link
Game Stores Links
On Cookie Cutter, I was a Principal Game Designer. My duties included:
-
Pre-production concept design with Game Director
-
Production time schedule with producer and director
-
Concept and detail design of all game enemies, bosses and hazards
-
Being the owner/vision of Combat system and his mechanics
-
Implementation of combat and skills via a "Combo System" tool in engine
-
Game progression trough areas by acquring ad using skills
-
Levels objective and overall shape of levels
-
Creating and tuning game economy and upgrades system
-
Realization of spreadsheets and graph for tuning and balancing
-
Resources and upgrade placement
-
Work with writer to blend gameplay mechanics and narrative
-
Collaborating closely with environment artists, animators, programmers, etc.
-
So much more!


The work was completely done remotely; and overall, as the game's sole, lead game designer I was responsible for all design decisions made.
During production, my days were mainly divided into two parts. The first where I held meetings with the director and production to make design decisions. And a second operational part divided mainly between implementing some of the main game mechanics in the engine, and creating graphics and spreadsheets for the creation and balancing of the game mechanics.
Game Trailer
This trailer not only introduces the game but also shows the combat system I created together with the team.
Click The images for detalied information
Cookie Cutter





